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Cosc 3P94. Introduction. Components of HCI. Components of HCI. Like Simplicity Like Success Goal minded Focus on what is probable What is realistic Doesn’t care about internals Doesn’t really know or care about how the “thing†works, just that it will achieve their goal.
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Cosc 3P94 Introduction
Like Simplicity Like Success Goal minded Focus on what is probable What is realistic Doesn’t care about internals Doesn’t really know or care about how the “thing” works, just that it will achieve their goal. View s/w as a tool. Normal, whatever that means. Like Control Like Features Like Understanding Inner workings Focus on what is possible Edge Cases Willing to invest time and energy to learn the system Masters of knowledge Obsessive Technically proficient View the s/w as a personal challenge. Technical Jocks Homo Sapiens vs. Homo Logicus
Example Physical aspects of the design, for a workspace for someone who does word processing type tasks for 7 1/2 hrs. Per day. Goals - physical comfort - alertness - efficiency, error rates, etc. Problems - keyboard height - distance from eye to screen - screen illumination, brightness, contrast, focus on work area - workspace organisation, space for paper, etc. Who’s goals are these?
Example Continued How subtle can the problem get? · Will use of the keyboard AND a mouse be effective? · If the user employs a mouse, then he/she will have to remove his/her hands from the keyboard con - time taken to reposition hands is a waste of time pro - movement, change of posture, etc. may ease muscle tension and improve alertness • Cost of implementation? • Who Benefits • Worker? • Management? • What are the goals of management.
Human Factors in Software • “The budget and most of the schedule have already been expended, and the option of throwing away much or all of the design and the completed code makes the project managers look bad. Even so, as recent a book on project management as the UML Toolkit (Eriksson and Magnus 1998) fails to recognise that the interface has to be part of the requirements analysis, which is Eriksson and Magnus’s first phase of the project development. Contrary to their suggestion, interface design cannot be postponed until the technical design phase (their third phase). Once the product’s task is known, design the interface first; then implement to the interface design. This is an iterative process: The task definition will change as the interface is designed, and the implementation will be influenced by the task definition and the interactive design as well. Flexibility on all fronts is needed. The place to start the implementation is to list exactly what the user will do to achieve his or her goals and how the system will respond to each user action.” (Jef Raskin, The Humane Interface, page 5)